Applied Interaction Design

The purpose of this module was to enable us to choose and adapt appropriate interaction design techniques. The two methods we were introduced to were 'Design Games' and 'Design Probes'. We were free to choose one of these methods in a project of our invention, as a way of gaining necessary insight from our user test-group.The topic my group chose to focus on was the future of Artificial Intelligence. We explored the concept of a futuristic Operating System, controlled through voice commands, gestures and highly advanced voice recognition and Artificial Intelligence.The objective of the Operating System would be to manage the user’s everyday computer activities, removing or reducing the need for the explicit text, click or touch input, as required today by computers and smartphones. A user could instead simply make a request while walking or carrying out other activities without having to stop or divert concentration from their primary task.

We chose a 'Design Game' as we felt the concept of generating new control methods and imagining new technologies would be aided by a more light-hearted spontaneous and enjoyable experience rather than simply asking participants to list potential ideas and document their own everyday use of technology. The mechanics of our game were based, in part, on Trivial Pursuit.

Game Board

Mimicking its game-play, participants would roll a dice and move their piece the corresponding number of spaces, landing on a square. Each square was colour-coded to match one of the six categories, for instance ‘Purple’ represented ‘Social Media’. An opposing player then draws two cards, one from each deck, and these cards dictate the task Player 1 must complete.For example, the Tasks card might say “CHOOSE & MEDIA” & the Limits card says “Voice Commands Only”.Player 2 must then formulate a task using the cards as guidelines, for example “You must choose a new Facebook profile image from a selection, using your voice only”.

As the Player 1 attempts to complete the task, they are under a time limit of 30 seconds. Then, Player 2 must try and describe a better solution. This is adjudicated by Player 3. Either Player 1 or Player 2 is deemed to have achieved success. If Player 1 is successful, they retains control, and rolls again. Otherwise, Player 2 takes their turn. Player 3 picks the cards, and Player 1, (or Player 4), adjudicates, etc.

Pieces and Cards

The Tasks and Limit cards were designed as a means of creating randomized application scenarios to provide varied options. They would hopefully keep the tasks interesting and challenging for the players, in order for them to invest in the game. We felt the time limitation added to the deliberately competitive nature and sense of urgency. This would also keep the game moving, forcing the players to think on their feet, and that the competitive element would further emphasize a one-upmanship mentality. This would provide the opportunity for everyone to be involved and offer their opinions and solutions to certain tasks and objectives while preventing boredom.

Gameplay in action! (screen caps from video)

The final concept, based on the ideas generated from our design game, consisted of the end-user wearing an earpiece, glasses similar to Google Glass and a watch with a built in projector. While developing our ideas, existing technologies demonstrating similar characteristics were considered and analysed.

Our objective, using Participatory Design as a methodology, was to gain insight regarding possible future methods for interacting with an intelligent Operating System. Our approach explicitly called for “end-user involvement in the design process", where this user participation can provide insight as an "interventionist practice where new ideas, processes and ‘lenses’ are introduced to provoke change".

We produced a conceptual prototype video to demonstrate our creation in use.

Please excuse my 'transparent' obsession with Tina Fey.

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